Skip to main content

COBO: A Card-Based Toolkit for Co-Designing Smart Outdoor Experiences with People with Intellectual Disability

  • Conference paper
  • First Online:
Human-Computer Interaction – INTERACT 2021 (INTERACT 2021)

Abstract

This paper presents a co-design toolkit that aims to involve people with Intellectual Disability (ID) in the ideation of smart outdoor experiences. We conducted a series of workshops with young adults with ID and special-education professionals of a social-care center, to identify the physical and digital experience that could favour reflection and engagement of the addressed users, and empower them in solving daily-life challenges. Multiple refinements of iterative prototypes led to the design of an interactive toolkit, COBO, that integrates inspirational cards, interactive smart objects and multimedia contents to guide users during the conception of novel ideas. This paper illustrates the main insights of the conducted workshops and the design of COBO. It also reports on a preliminary evaluation we conducted to validate some design choices for the integration of physical and digital components within COBO.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 159.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The study was approved by the Ethical Committee of Politecnico di Milano (n.12/2019).

  2. 2.

    See https://tinyurl.com/COBO-SurveyProfessionals.

  3. 3.

    Questions are available here: https://tinyurl.com/COBO-InterviewProfessionals.

  4. 4.

    See https://tinyurl.com/COBO-FinalQuestionnaire.

References

  1. ICD-11. https://icd.who.int/browse11/

  2. Agosta, G., et al.: In: Playful supervised smart spaces (p3s)-a framework for designing, implementing and deploying multisensory play experiences for children with special needs, pp. 158–164. IEEE (2015)

    Google Scholar 

  3. Al Mahmud, A., Soysa, A.I.: Poma: a tangible user interface to improve social and cognitive skills of Sri lankan children with asd. Int. J. Human-Comput. Stud. 144, 102486 (2020)

    Article  Google Scholar 

  4. Anderson, R.E.: Social impacts of computing: codes of professional ethics. Social Sci. Comput. Rev. 10(4), 453–469 (1992)

    Article  Google Scholar 

  5. Antle, A.N.: The cti framework: informing the design of tangible systems for children. ACM (2007)

    Google Scholar 

  6. Antle, A.N., Wise, A.F.: Getting down to details: using theories of cognition and learning to inform tangible user interface design. Interact. Comput. 25(1), 1–20 (2013)

    Article  Google Scholar 

  7. Ardito, C., Buono, P., Desolda, G., Matera, M.: From smart objects to smart experiences: an end-user development approach. Int. J. Hum. Comput. Stud. 114, 51–68 (2018). https://doi.org/10.1016/j.ijhcs.2017.12.002

  8. Association, A.P., et al.: Diagnostic and statistical manual of mental disorders (DSM-5®). American Psychiatric Pub (2013)

    Google Scholar 

  9. Colombo, S., Garzotto, F., Gelsomini, M., Melli, M., Clasadonte, F.: Dolphin sam: a smart pet for children with intellectual disability (2016)

    Google Scholar 

  10. Deng, Y., Antle, A.N., Neustaedter, C.: Tango cards: a card-based design tool for informing the design of tangible learning games (2014)

    Google Scholar 

  11. Eisenberg, M., et al.: As we may print: new directions in output devices and computational crafts for children. ACM (2003)

    Google Scholar 

  12. Ellis, K., Dao, E., Smith, O., Lindsay, S., Olivier, P.: Tapeblocks: a making toolkit for people living with intellectual disabilities. Association for Computing Machinery, New York (2021). https://doi.org/10.1145/3411764.3445647

  13. Falcão, T.P.: Action-effect mappings in tangible interaction for children with intellectual disabilities. Int. J. Learn. Technol. 12(4), 294–314 (2017)

    Article  Google Scholar 

  14. Falcão, T.P., Price, S.: Tangibles for students with intellectual disabilities. ACM (2012)

    Google Scholar 

  15. Foglia, L., Wilson, R.A.: Embodied cognition. Wiley Interdisc. Rev. Cogn. Sci. 4(3), 319–325 (2013)

    Article  Google Scholar 

  16. Frauenberger, C., Good, J., Alcorn, A., Pain, H.: Supporting the design contributions of children with autism spectrum conditions. In: Schelhowe, H. (ed.) The 11th International Conference on Interaction Design and Children, IDC ’12, Bremen, UNK, Germany, 12–15 June 2012, pp. 134–143. ACM (2012). https://doi.org/10.1145/2307096.2307112

  17. Frauenberger, C., Good, J., Keay-Bright, W.: Designing technology for children with special needs: bridging perspectives through participatory design. CoDesign 7(1), 1–28 (2011)

    Article  Google Scholar 

  18. Gelsomini, M.: Reflex: learning beyond the screen in a simple, fun, and affordable way (2018)

    Google Scholar 

  19. Gelsomini, M., et al.: Magika: a multisensory environment for play, education and inclusion (2019)

    Google Scholar 

  20. Gelsomini, M., Garzotto, F., Matarazzo, V., Messina, N., Occhiuto, D.: Creating social stories as wearable hyper-immersive virtual reality experiences for children with neurodevelopmental disorders. ACM (2017)

    Google Scholar 

  21. Gelsomini, M., Spitale, M., Beccaluva, E., Viola, L., Garzotto, F.: Reflex: adaptive learning beyond the screen (2019)

    Google Scholar 

  22. Gennari, R., Matera, M., Melonio, A., Roumelioti, E.: A board-game for co-designing smart nature environments in workshops with children. In: Malizia, A., Valtolina, S., Morch, A., Serrano, A., Stratton, A. (eds.) IS-EUD 2019. LNCS, vol. 11553, pp. 132–148. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-24781-2_9

    Chapter  Google Scholar 

  23. Güldenpfennig, F.: Tailor-made accessible computers: an interactive toolkit for iterative co-design and embodied interaction, pp. 231–236 (2018)

    Google Scholar 

  24. Huyghe, J., Wouters, N., Geerts, D., Vande Moere, A.: Localudo: card-based workshop for interactive architecture. In: CHI’14 Extended Abstracts on Human Factors in Computing Systems, pp. 1975–1980 (2014)

    Google Scholar 

  25. Kerr, N.L.: Harking: hypothesizing after the results are known. Pers. Social Psychol. Rev. 2(3), 196–217 (1998)

    Article  Google Scholar 

  26. Khandu: Khandu. https://www.kickstarter.com/projects/1251477973/khandu-building-little-thinkers

  27. Kientz, J.A., Hayes, G.R., Goodwin, M.S., Gelsomini, M., Abowd, G.D.: Interactive technologies and autism. Synth. Lect. Assist. Rehabil. Health-Pres. Technol.d 9(1), 1–229 (2019)

    Google Scholar 

  28. Lechelt, Z., Rogers, Y., Yuill, N., Nagl, L., Ragone, G., Marquardt, N.: Inclusive computing in special needs classrooms: designing for all. In: Mandryk, R.L., Hancock, M., Perry, M., Cox, A.L. (eds.) Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, CHI 2018, Montreal, QC, Canada, 21–26 April 2018, p. 517. ACM (2018). https://doi.org/10.1145/3173574.3174091

  29. Malinverni, L., Guiard, J.M., Padillo, V., Mairena, M., Hervás, A., Parés, N.: Participatory design strategies to enhance the creative contribution of children with special needs. In: Iversen, O.S., Markopoulos, P., Garzotto, F., Dindler, C. (eds.) IDC ’14, Proceedings of the 2014 Conference on Interaction Design and Children, Aarhus, Denmark, 17–20 June 2014, pp. 85–94. ACM (2014). https://doi.org/10.1145/2593968.2593981

  30. Marshall, P.: Do tangible interfaces enhance learning? ACM (2007)

    Google Scholar 

  31. Olesen, J., et al.: The economic cost of brain disorders in Europe. Eur. J. Neurol. 19(1), 155–162 (2012)

    Article  Google Scholar 

  32. Read, J., MacFarlane, S., Casey, C.: Endurability, engagement and expectations: Measuring children’s fun (2002)

    Google Scholar 

  33. Sánchez-Morales, A., Durand-Rivera, J., Martínez-González, C.: Usability evaluation of a tangible user interface and serious game for identification of cognitive deficiencies in preschool children. Int. J. Adv. Comput. Sci. Appl. 11, 486–493 (2020)

    Google Scholar 

  34. Sanders, E.B.N., Stappers, P.J.: Probes, toolkits and prototypes: three approaches to making in codesigning. CoDesign 10(1), 5–14 (2014). https://doi.org/10.1080/15710882.2014.888183

    Article  Google Scholar 

  35. Spitale, M., Gelsomini, M., Beccaluva, E., Viola, L., Garzotto, F.: Meeting the needs of people with neuro-developmental disorder through a phygital approach (2019)

    Google Scholar 

  36. Starcic, A.I., Cotic, M., Zajc, M.: Design-based research on the use of a tangible user interface for geometry teaching in an inclusive classroom. Brit. J. Educ. Technol. 44(5), 729–744 (2013)

    Article  Google Scholar 

  37. Tam, V., Gelsomini, M., Garzotto, F.: Polipo: a tangible toy for children with neurodevelopmental disorders. ACM (2017)

    Google Scholar 

  38. Department of Health: Basic Guidelines for people who commission easy read information. (2009)

    Google Scholar 

  39. Tangible Play: Osmo, award-winning educational games system for ipad (2016). https://www.playosmo.com/en

  40. Tsatsou, P.: Digital inclusion of people with disabilities: a qualitative study of intra-disability diversity in the digital realm. Behav. Inf. Technol. 39(9), 995–1010 (2020)

    Article  Google Scholar 

  41. Wilson, M.: Six views of embodied cognition. Psychon. Bull. Rev. 9(4), 625–636 (2002)

    Article  Google Scholar 

  42. Zajc, M., Istenic Starcic, A.: Potentials of the tangible user interface (TUI) in enhancing inclusion of people with special needs in the ICT-assisted learning and e-accessibility. In: Jezic, G., Kusek, M., Nguyen, N.-T., Howlett, R.J., Jain, L.C. (eds.) KES-AMSTA 2012. LNCS (LNAI), vol. 7327, pp. 261–270. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-30947-2_30

    Chapter  Google Scholar 

  43. Zaman, B., Vanden Abeele, V., Markopoulos, P., Marshall, P.: The evolving field of tangible interaction for children: the challenge of empirical validation. Pers. Ubiq. Comput. 16(4), 367–378 (2012)

    Article  Google Scholar 

Download references

Acknowledgment

This work is partially supported by the Italian Ministry of University and Research (MIUR) under grant PRIN 2017 “EMPATHY: EMpowering People in deAling with internet of THings ecosYstems”.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Giulia Cosentino .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Cosentino, G., Morra, D., Gelsomini, M., Matera, M., Mores, M. (2021). COBO: A Card-Based Toolkit for Co-Designing Smart Outdoor Experiences with People with Intellectual Disability. In: Ardito, C., et al. Human-Computer Interaction – INTERACT 2021. INTERACT 2021. Lecture Notes in Computer Science(), vol 12932. Springer, Cham. https://doi.org/10.1007/978-3-030-85623-6_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-85623-6_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-85622-9

  • Online ISBN: 978-3-030-85623-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics